class_name PlayerIdleState
extends State


func _init() -> void:
	super("idle")


func _on_setup() -> void:
	add_component(AnimationStateComponent.new("player_animation", owner.animator, "idle"))
	add_component(TagStateComponent.new("player_tags", [GameplayTagLibrary.State_Ground_Stand]))


func _on_enter() -> void:
	owner.velocity = Vector2.ZERO
